Revenant
When you die but cling stubbornly to your body, refusing to pass through the Last Door, you gain this insert, and choose 1 Consequence (see reverse).
Instinct
Lose the Instinct from your playbook, and replace it with one of these (your choice):
Moves
You gain all of the following:
UNLIVING
You do not breathe. You need not eat nor drink nor sleep. You do not heal normally. You gain no benefit from magical healing, Make Camp, Recover or Convalesce.
UNDYING
Neither poison nor disease do you harm. You feel little pain. When you take damage from cutting, stabbing, or crushing, take half damage (after armor, rounded up).
When you are reduced to 0 HP, roll +CON: on a 10+, regain half your max HP and choose 1; on a 7-9, regain half your max HP and choose 2; on a 6-, either regain 1 HP and all 3 apply, or give up this insert and gain the Ghost insert instead.
- Mark a consequence (see reverse)
- You're out of the action until the next sunset
- Your body is permanently maimed in some way of the GM's choosing
If your body is completely destroyed (burnt to ash, ground to jelly, etc.), treat it as if you were reduced to 0 HP and rolled a 6-.
IMPLACABLE
When you push the limits of your undead body, lose HP and choose 1:
- Perform a feat of inhuman strength
- Act with uncanny speed and grace
- Refuse to be moved, held back, or knocked off course
Terrible Purpose
Choose 1:
LONGING
Name the person or persons you refuse to let go of.
When you spend the night watching them, regain all your HP or clear all your debilities.
When they genuinely return your affections, free of fear or horror, either regain all your HP and clear your debilities, or clear a consequence (see reverse).
When they rebuff you or recoil from you, mark a consequence (see reverse).
When they die peacefully and pass through the Last Door, so do you.
Should they be taken from you violently, mark the Final Consequence (see reverse).
VENGEANCE
Name the person or persons who must pay.
When you spend the night wailing, howling, and raging in a lonely place, regain all your HP or clear all your debilities.
When you make one of them pay and ensure that they know why, either regain all your HP and clear your debilities, or clear a consequence (see reverse).
When they defeat or escape you, mark a consequence (see reverse).
When you kill the last of them, pass through the Last Door.
Should they die before you're finished with them, mark the Final Consequence (see reverse).
DUTY
Name the task you refuse to leave undone.
When you spend the night working on your task, regain all your HP or clear all your debilities.
When you achieve a significant milestone towards your task, either regain all your HP and clear your debilities, or clear a consequence (see reverse).
When you fail to perform your task or suffer a material setback, mark a consequence (see reverse).
When the task is finally complete, pass through the Last Door.
Should the task become impossible to perform, mark the Final Consequence (see reverse).
Revenant. Consequences
When you first take this insert, choose 1.
Choose another whenever a move tells you to do so.
BREAKDOWN
You lash out in an unthinking, unfeeling rage that lasts until the next sunrise. Ask the GM what snippets you remember.
UNSTABLE
(Requires Breakdown) You are prone to episodes of unthinking, unfeeling rage (as per Breakdown). When you roll a 6-, the GM can choose to have you enter such a rage.
CARRION STENCH
You are followed always by a horrible odor. Natural beasts will shun you; even predators will avoid you and your companions.
DEATHLY VISAGE
It's clear to all who look upon you that you are dead. When you use intimidation and your sinister appearance to Persuade, you have advantage.
HOME TO VERMIN
Bugs, moths, and other vermin have taken up residence in your corpse. They will do you favors if you ask. Treat them as followers: group, tiny, gross, meek, stealthy; HP 1 each; Instinct to get distracted; Cost: genuine affection.
NIGHTKIN
You can see clearly in even absolute darkness, though you see only in black and white and red. Sunlight, alas, blinds you, and direct sunlight burns your skin.
QUARRY
The Pale Hunter has caught your scent. Expect a visit, soon.
STRANGE APPETITES
Pick 1:
When you consume your special fare, heal damage equal to half your max HP or clear a debility.
INSATIABLE
(Requires Strange Appetites) When you have the opportunity to indulge your Strange Appetites, gain advantage on your next roll if you choose to do so, or Defy Danger if you choose not to (the danger being your overwhelming desires).
The Final Consequence
Your tenuous connection to humanity is lost and you become a monster under the GM's control.